1491 lines
58 KiB
Java
1491 lines
58 KiB
Java
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.view;
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import static android.view.flags.Flags.FLAG_EXPECTED_PRESENTATION_TIME_API;
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import static android.view.DisplayEventReceiver.VSYNC_SOURCE_APP;
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import static android.view.DisplayEventReceiver.VSYNC_SOURCE_SURFACE_FLINGER;
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import android.annotation.FlaggedApi;
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import android.annotation.NonNull;
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import android.annotation.Nullable;
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import android.annotation.SuppressLint;
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import android.annotation.TestApi;
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import android.compat.annotation.UnsupportedAppUsage;
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import android.graphics.FrameInfo;
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import android.graphics.Insets;
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import android.hardware.display.DisplayManagerGlobal;
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import android.os.Build;
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import android.os.Handler;
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import android.os.Looper;
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import android.os.Message;
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import android.os.SystemClock;
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import android.os.SystemProperties;
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import android.os.Trace;
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import android.util.Log;
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import android.util.TimeUtils;
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import android.view.animation.AnimationUtils;
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import java.io.PrintWriter;
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/**
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* Coordinates the timing of animations, input and drawing.
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* <p>
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* The choreographer receives timing pulses (such as vertical synchronization)
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* from the display subsystem then schedules work to occur as part of rendering
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* the next display frame.
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* </p><p>
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* Applications typically interact with the choreographer indirectly using
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* higher level abstractions in the animation framework or the view hierarchy.
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* Here are some examples of things you can do using the higher-level APIs.
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* </p>
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* <ul>
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* <li>To post an animation to be processed on a regular time basis synchronized with
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* display frame rendering, use {@link android.animation.ValueAnimator#start}.</li>
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* <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
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* frame, use {@link View#postOnAnimation}.</li>
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* <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
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* frame after a delay, use {@link View#postOnAnimationDelayed}.</li>
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* <li>To post a call to {@link View#invalidate()} to occur once at the beginning of the
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* next display frame, use {@link View#postInvalidateOnAnimation()} or
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* {@link View#postInvalidateOnAnimation(int, int, int, int)}.</li>
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* <li>To ensure that the contents of a {@link View} scroll smoothly and are drawn in
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* sync with display frame rendering, do nothing. This already happens automatically.
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* {@link View#onDraw} will be called at the appropriate time.</li>
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* </ul>
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* <p>
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* However, there are a few cases where you might want to use the functions of the
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* choreographer directly in your application. Here are some examples.
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* </p>
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* <ul>
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* <li>If your application does its rendering in a different thread, possibly using GL,
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* or does not use the animation framework or view hierarchy at all
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* and you want to ensure that it is appropriately synchronized with the display, then use
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* {@link Choreographer#postFrameCallback}.</li>
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* <li>... and that's about it.</li>
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* </ul>
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* <p>
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* Each {@link Looper} thread has its own choreographer. Other threads can
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* post callbacks to run on the choreographer but they will run on the {@link Looper}
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* to which the choreographer belongs.
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* </p>
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*/
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public final class Choreographer {
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private static final String TAG = "Choreographer";
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// Prints debug messages about jank which was detected (low volume).
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private static final boolean DEBUG_JANK = false;
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// Prints debug messages about every frame and callback registered (high volume).
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private static final boolean DEBUG_FRAMES = false;
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// The default amount of time in ms between animation frames.
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// When vsync is not enabled, we want to have some idea of how long we should
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// wait before posting the next animation message. It is important that the
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// default value be less than the true inter-frame delay on all devices to avoid
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// situations where we might skip frames by waiting too long (we must compensate
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// for jitter and hardware variations). Regardless of this value, the animation
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// and display loop is ultimately rate-limited by how fast new graphics buffers can
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// be dequeued.
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private static final long DEFAULT_FRAME_DELAY = 10;
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// The number of milliseconds between animation frames.
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private static volatile long sFrameDelay = DEFAULT_FRAME_DELAY;
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// Thread local storage for the choreographer.
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private static final ThreadLocal<Choreographer> sThreadInstance =
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new ThreadLocal<Choreographer>() {
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@Override
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protected Choreographer initialValue() {
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Looper looper = Looper.myLooper();
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if (looper == null) {
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throw new IllegalStateException("The current thread must have a looper!");
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}
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Choreographer choreographer = new Choreographer(looper, VSYNC_SOURCE_APP);
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if (looper == Looper.getMainLooper()) {
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mMainInstance = choreographer;
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}
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return choreographer;
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}
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};
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private static volatile Choreographer mMainInstance;
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// Thread local storage for the SF choreographer.
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private static final ThreadLocal<Choreographer> sSfThreadInstance =
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new ThreadLocal<Choreographer>() {
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@Override
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protected Choreographer initialValue() {
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Looper looper = Looper.myLooper();
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if (looper == null) {
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throw new IllegalStateException("The current thread must have a looper!");
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}
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return new Choreographer(looper, VSYNC_SOURCE_SURFACE_FLINGER);
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}
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};
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// Enable/disable vsync for animations and drawing.
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@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.P, trackingBug = 123769497)
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private static final boolean USE_VSYNC = SystemProperties.getBoolean(
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"debug.choreographer.vsync", true);
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// Enable/disable using the frame time instead of returning now.
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private static final boolean USE_FRAME_TIME = SystemProperties.getBoolean(
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"debug.choreographer.frametime", true);
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// Set a limit to warn about skipped frames.
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// Skipped frames imply jank.
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private static final int SKIPPED_FRAME_WARNING_LIMIT = SystemProperties.getInt(
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"debug.choreographer.skipwarning", 30);
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private static final int MSG_DO_FRAME = 0;
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private static final int MSG_DO_SCHEDULE_VSYNC = 1;
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private static final int MSG_DO_SCHEDULE_CALLBACK = 2;
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// All frame callbacks posted by applications have this token or VSYNC_CALLBACK_TOKEN.
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private static final Object FRAME_CALLBACK_TOKEN = new Object() {
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public String toString() { return "FRAME_CALLBACK_TOKEN"; }
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};
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private static final Object VSYNC_CALLBACK_TOKEN = new Object() {
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public String toString() {
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return "VSYNC_CALLBACK_TOKEN";
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}
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};
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@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.P, trackingBug = 115609023)
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private final Object mLock = new Object();
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private final Looper mLooper;
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private final FrameHandler mHandler;
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// The display event receiver can only be accessed by the looper thread to which
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// it is attached. We take care to ensure that we post message to the looper
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// if appropriate when interacting with the display event receiver.
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@UnsupportedAppUsage
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private final FrameDisplayEventReceiver mDisplayEventReceiver;
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private CallbackRecord mCallbackPool;
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@UnsupportedAppUsage
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private final CallbackQueue[] mCallbackQueues;
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private boolean mFrameScheduled;
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private boolean mCallbacksRunning;
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@UnsupportedAppUsage
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private long mLastFrameTimeNanos;
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/** DO NOT USE since this will not updated when screen refresh changes. */
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@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R,
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publicAlternatives = "Use {@link android.view.Display#getRefreshRate} instead")
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@Deprecated
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private long mFrameIntervalNanos;
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private long mLastFrameIntervalNanos;
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private boolean mDebugPrintNextFrameTimeDelta;
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private int mFPSDivisor = 1;
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private final DisplayEventReceiver.VsyncEventData mLastVsyncEventData =
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new DisplayEventReceiver.VsyncEventData();
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private final FrameData mFrameData = new FrameData();
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/**
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* Contains information about the current frame for jank-tracking,
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* mainly timings of key events along with a bit of metadata about
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* view tree state
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*
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* TODO: Is there a better home for this? Currently Choreographer
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* is the only one with CALLBACK_ANIMATION start time, hence why this
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* resides here.
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*
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* @hide
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*/
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FrameInfo mFrameInfo = new FrameInfo();
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/**
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* Must be kept in sync with CALLBACK_* ints below, used to index into this array.
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* @hide
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*/
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private static final String[] CALLBACK_TRACE_TITLES = {
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"input", "animation", "insets_animation", "traversal", "commit"
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};
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/**
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* Callback type: Input callback. Runs first.
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* @hide
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*/
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public static final int CALLBACK_INPUT = 0;
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/**
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* Callback type: Animation callback. Runs before {@link #CALLBACK_INSETS_ANIMATION}.
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* @hide
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*/
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@TestApi
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public static final int CALLBACK_ANIMATION = 1;
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/**
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* Callback type: Animation callback to handle inset updates. This is separate from
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* {@link #CALLBACK_ANIMATION} as we need to "gather" all inset animation updates via
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* {@link WindowInsetsAnimationController#setInsetsAndAlpha(Insets, float, float)} for multiple
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* ongoing animations but then update the whole view system with a single callback to
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* {@link View#dispatchWindowInsetsAnimationProgress} that contains all the combined updated
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* insets.
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* <p>
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* Both input and animation may change insets, so we need to run this after these callbacks, but
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* before traversals.
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* <p>
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* Runs before traversals.
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* @hide
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*/
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public static final int CALLBACK_INSETS_ANIMATION = 2;
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/**
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* Callback type: Traversal callback. Handles layout and draw. Runs
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* after all other asynchronous messages have been handled.
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* @hide
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*/
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public static final int CALLBACK_TRAVERSAL = 3;
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/**
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* Callback type: Commit callback. Handles post-draw operations for the frame.
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* Runs after traversal completes. The {@link #getFrameTime() frame time} reported
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* during this callback may be updated to reflect delays that occurred while
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* traversals were in progress in case heavy layout operations caused some frames
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* to be skipped. The frame time reported during this callback provides a better
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* estimate of the start time of the frame in which animations (and other updates
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* to the view hierarchy state) actually took effect.
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* @hide
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*/
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public static final int CALLBACK_COMMIT = 4;
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private static final int CALLBACK_LAST = CALLBACK_COMMIT;
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private Choreographer(Looper looper, int vsyncSource) {
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this(looper, vsyncSource, /* layerHandle */ 0L);
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}
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private Choreographer(Looper looper, int vsyncSource, long layerHandle) {
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mLooper = looper;
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mHandler = new FrameHandler(looper);
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mDisplayEventReceiver = USE_VSYNC
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? new FrameDisplayEventReceiver(looper, vsyncSource, layerHandle)
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: null;
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mLastFrameTimeNanos = Long.MIN_VALUE;
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mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
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mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
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for (int i = 0; i <= CALLBACK_LAST; i++) {
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mCallbackQueues[i] = new CallbackQueue();
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}
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// b/68769804: For low FPS experiments.
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setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1));
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}
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private static float getRefreshRate() {
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DisplayInfo di = DisplayManagerGlobal.getInstance().getDisplayInfo(
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Display.DEFAULT_DISPLAY);
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return di.getRefreshRate();
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}
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/**
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* Gets the choreographer for the calling thread. Must be called from
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* a thread that already has a {@link android.os.Looper} associated with it.
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*
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* @return The choreographer for this thread.
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* @throws IllegalStateException if the thread does not have a looper.
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*/
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public static Choreographer getInstance() {
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return sThreadInstance.get();
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}
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/**
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* @hide
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*/
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@UnsupportedAppUsage
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public static Choreographer getSfInstance() {
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return sSfThreadInstance.get();
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}
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/**
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* Gets the choreographer associated with the SurfaceControl.
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*
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* @param layerHandle to which the choreographer will be attached.
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* @param looper the choreographer is attached on this looper.
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*
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* @return The choreographer for the looper which is attached
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* to the sourced SurfaceControl::mNativeHandle.
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* @throws IllegalStateException if the looper sourced is null.
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* @hide
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*/
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@NonNull
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static Choreographer getInstanceForSurfaceControl(long layerHandle,
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@NonNull Looper looper) {
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if (looper == null) {
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throw new IllegalStateException("The current thread must have a looper!");
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}
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return new Choreographer(looper, VSYNC_SOURCE_APP, layerHandle);
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}
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/**
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* @return The Choreographer of the main thread, if it exists, or {@code null} otherwise.
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* @hide
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*/
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public static Choreographer getMainThreadInstance() {
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return mMainInstance;
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}
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/** Destroys the calling thread's choreographer
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* @hide
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*/
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public static void releaseInstance() {
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Choreographer old = sThreadInstance.get();
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sThreadInstance.remove();
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old.dispose();
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}
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private void dispose() {
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mDisplayEventReceiver.dispose();
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}
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/**
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* Dispose the DisplayEventReceiver on the Choreographer.
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* @hide
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*/
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@UnsupportedAppUsage
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void invalidate() {
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dispose();
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}
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/**
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* Check if the sourced looper and the current looper are same.
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* @hide
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*/
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boolean isTheLooperSame(Looper looper) {
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return mLooper == looper;
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}
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/**
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* @hide
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*/
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public Looper getLooper() {
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return mLooper;
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}
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||
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||
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/**
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||
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* The amount of time, in milliseconds, between each frame of the animation.
|
||
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* <p>
|
||
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* This is a requested time that the animation will attempt to honor, but the actual delay
|
||
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* between frames may be different, depending on system load and capabilities. This is a static
|
||
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* function because the same delay will be applied to all animations, since they are all
|
||
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* run off of a single timing loop.
|
||
|
* </p><p>
|
||
|
* The frame delay may be ignored when the animation system uses an external timing
|
||
|
* source, such as the display refresh rate (vsync), to govern animations.
|
||
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* </p>
|
||
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*
|
||
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* @return the requested time between frames, in milliseconds
|
||
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* @hide
|
||
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*/
|
||
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@UnsupportedAppUsage
|
||
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@TestApi
|
||
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public static long getFrameDelay() {
|
||
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return sFrameDelay;
|
||
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}
|
||
|
|
||
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/**
|
||
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* The amount of time, in milliseconds, between each frame of the animation.
|
||
|
* <p>
|
||
|
* This is a requested time that the animation will attempt to honor, but the actual delay
|
||
|
* between frames may be different, depending on system load and capabilities. This is a static
|
||
|
* function because the same delay will be applied to all animations, since they are all
|
||
|
* run off of a single timing loop.
|
||
|
* </p><p>
|
||
|
* The frame delay may be ignored when the animation system uses an external timing
|
||
|
* source, such as the display refresh rate (vsync), to govern animations.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param frameDelay the requested time between frames, in milliseconds
|
||
|
* @hide
|
||
|
*/
|
||
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@TestApi
|
||
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public static void setFrameDelay(long frameDelay) {
|
||
|
sFrameDelay = frameDelay;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Subtracts typical frame delay time from a delay interval in milliseconds.
|
||
|
* <p>
|
||
|
* This method can be used to compensate for animation delay times that have baked
|
||
|
* in assumptions about the frame delay. For example, it's quite common for code to
|
||
|
* assume a 60Hz frame time and bake in a 16ms delay. When we call
|
||
|
* {@link #postAnimationCallbackDelayed} we want to know how long to wait before
|
||
|
* posting the animation callback but let the animation timer take care of the remaining
|
||
|
* frame delay time.
|
||
|
* </p><p>
|
||
|
* This method is somewhat conservative about how much of the frame delay it
|
||
|
* subtracts. It uses the same value returned by {@link #getFrameDelay} which by
|
||
|
* default is 10ms even though many parts of the system assume 16ms. Consequently,
|
||
|
* we might still wait 6ms before posting an animation callback that we want to run
|
||
|
* on the next frame, but this is much better than waiting a whole 16ms and likely
|
||
|
* missing the deadline.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param delayMillis The original delay time including an assumed frame delay.
|
||
|
* @return The adjusted delay time with the assumed frame delay subtracted out.
|
||
|
* @hide
|
||
|
*/
|
||
|
public static long subtractFrameDelay(long delayMillis) {
|
||
|
final long frameDelay = sFrameDelay;
|
||
|
return delayMillis <= frameDelay ? 0 : delayMillis - frameDelay;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @return The refresh rate as the nanoseconds between frames
|
||
|
* @hide
|
||
|
*/
|
||
|
public long getFrameIntervalNanos() {
|
||
|
synchronized (mLock) {
|
||
|
return mLastFrameIntervalNanos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void dump(String prefix, PrintWriter writer) {
|
||
|
String innerPrefix = prefix + " ";
|
||
|
writer.print(prefix); writer.println("Choreographer:");
|
||
|
writer.print(innerPrefix); writer.print("mFrameScheduled=");
|
||
|
writer.println(mFrameScheduled);
|
||
|
writer.print(innerPrefix); writer.print("mLastFrameTime=");
|
||
|
writer.println(TimeUtils.formatUptime(mLastFrameTimeNanos / 1000000));
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Posts a callback to run on the next frame.
|
||
|
* <p>
|
||
|
* The callback runs once then is automatically removed.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param callbackType The callback type.
|
||
|
* @param action The callback action to run during the next frame.
|
||
|
* @param token The callback token, or null if none.
|
||
|
*
|
||
|
* @see #removeCallbacks
|
||
|
* @hide
|
||
|
*/
|
||
|
@UnsupportedAppUsage
|
||
|
@TestApi
|
||
|
public void postCallback(int callbackType, Runnable action, Object token) {
|
||
|
postCallbackDelayed(callbackType, action, token, 0);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Posts a callback to run on the next frame after the specified delay.
|
||
|
* <p>
|
||
|
* The callback runs once then is automatically removed.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param callbackType The callback type.
|
||
|
* @param action The callback action to run during the next frame after the specified delay.
|
||
|
* @param token The callback token, or null if none.
|
||
|
* @param delayMillis The delay time in milliseconds.
|
||
|
*
|
||
|
* @see #removeCallback
|
||
|
* @hide
|
||
|
*/
|
||
|
@UnsupportedAppUsage
|
||
|
@TestApi
|
||
|
public void postCallbackDelayed(int callbackType,
|
||
|
Runnable action, Object token, long delayMillis) {
|
||
|
if (action == null) {
|
||
|
throw new IllegalArgumentException("action must not be null");
|
||
|
}
|
||
|
if (callbackType < 0 || callbackType > CALLBACK_LAST) {
|
||
|
throw new IllegalArgumentException("callbackType is invalid");
|
||
|
}
|
||
|
|
||
|
postCallbackDelayedInternal(callbackType, action, token, delayMillis);
|
||
|
}
|
||
|
|
||
|
private void postCallbackDelayedInternal(int callbackType,
|
||
|
Object action, Object token, long delayMillis) {
|
||
|
if (DEBUG_FRAMES) {
|
||
|
Log.d(TAG, "PostCallback: type=" + callbackType
|
||
|
+ ", action=" + action + ", token=" + token
|
||
|
+ ", delayMillis=" + delayMillis);
|
||
|
}
|
||
|
|
||
|
synchronized (mLock) {
|
||
|
final long now = SystemClock.uptimeMillis();
|
||
|
final long dueTime = now + delayMillis;
|
||
|
mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
|
||
|
|
||
|
if (dueTime <= now) {
|
||
|
scheduleFrameLocked(now);
|
||
|
} else {
|
||
|
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
|
||
|
msg.arg1 = callbackType;
|
||
|
msg.setAsynchronous(true);
|
||
|
mHandler.sendMessageAtTime(msg, dueTime);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Posts a vsync callback to run on the next frame.
|
||
|
* <p>
|
||
|
* The callback runs once then is automatically removed.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param callback The vsync callback to run during the next frame.
|
||
|
*
|
||
|
* @see #removeVsyncCallback
|
||
|
*/
|
||
|
public void postVsyncCallback(@NonNull VsyncCallback callback) {
|
||
|
if (callback == null) {
|
||
|
throw new IllegalArgumentException("callback must not be null");
|
||
|
}
|
||
|
|
||
|
postCallbackDelayedInternal(CALLBACK_ANIMATION, callback, VSYNC_CALLBACK_TOKEN, 0);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes callbacks that have the specified action and token.
|
||
|
*
|
||
|
* @param callbackType The callback type.
|
||
|
* @param action The action property of the callbacks to remove, or null to remove
|
||
|
* callbacks with any action.
|
||
|
* @param token The token property of the callbacks to remove, or null to remove
|
||
|
* callbacks with any token.
|
||
|
*
|
||
|
* @see #postCallback
|
||
|
* @see #postCallbackDelayed
|
||
|
* @hide
|
||
|
*/
|
||
|
@UnsupportedAppUsage
|
||
|
@TestApi
|
||
|
public void removeCallbacks(int callbackType, Runnable action, Object token) {
|
||
|
if (callbackType < 0 || callbackType > CALLBACK_LAST) {
|
||
|
throw new IllegalArgumentException("callbackType is invalid");
|
||
|
}
|
||
|
|
||
|
removeCallbacksInternal(callbackType, action, token);
|
||
|
}
|
||
|
|
||
|
private void removeCallbacksInternal(int callbackType, Object action, Object token) {
|
||
|
if (DEBUG_FRAMES) {
|
||
|
Log.d(TAG, "RemoveCallbacks: type=" + callbackType
|
||
|
+ ", action=" + action + ", token=" + token);
|
||
|
}
|
||
|
|
||
|
synchronized (mLock) {
|
||
|
mCallbackQueues[callbackType].removeCallbacksLocked(action, token);
|
||
|
if (action != null && token == null) {
|
||
|
mHandler.removeMessages(MSG_DO_SCHEDULE_CALLBACK, action);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Posts a frame callback to run on the next frame.
|
||
|
* <p>
|
||
|
* The callback runs once then is automatically removed.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param callback The frame callback to run during the next frame.
|
||
|
*
|
||
|
* @see #postFrameCallbackDelayed
|
||
|
* @see #removeFrameCallback
|
||
|
*/
|
||
|
public void postFrameCallback(FrameCallback callback) {
|
||
|
postFrameCallbackDelayed(callback, 0);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Posts a frame callback to run on the next frame after the specified delay.
|
||
|
* <p>
|
||
|
* The callback runs once then is automatically removed.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param callback The frame callback to run during the next frame.
|
||
|
* @param delayMillis The delay time in milliseconds.
|
||
|
*
|
||
|
* @see #postFrameCallback
|
||
|
* @see #removeFrameCallback
|
||
|
*/
|
||
|
public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) {
|
||
|
if (callback == null) {
|
||
|
throw new IllegalArgumentException("callback must not be null");
|
||
|
}
|
||
|
|
||
|
postCallbackDelayedInternal(CALLBACK_ANIMATION,
|
||
|
callback, FRAME_CALLBACK_TOKEN, delayMillis);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes a previously posted frame callback.
|
||
|
*
|
||
|
* @param callback The frame callback to remove.
|
||
|
*
|
||
|
* @see #postFrameCallback
|
||
|
* @see #postFrameCallbackDelayed
|
||
|
*/
|
||
|
public void removeFrameCallback(FrameCallback callback) {
|
||
|
if (callback == null) {
|
||
|
throw new IllegalArgumentException("callback must not be null");
|
||
|
}
|
||
|
|
||
|
removeCallbacksInternal(CALLBACK_ANIMATION, callback, FRAME_CALLBACK_TOKEN);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes a previously posted vsync callback.
|
||
|
*
|
||
|
* @param callback The vsync callback to remove.
|
||
|
*
|
||
|
* @see #postVsyncCallback
|
||
|
*/
|
||
|
public void removeVsyncCallback(@Nullable VsyncCallback callback) {
|
||
|
if (callback == null) {
|
||
|
throw new IllegalArgumentException("callback must not be null");
|
||
|
}
|
||
|
|
||
|
removeCallbacksInternal(CALLBACK_ANIMATION, callback, VSYNC_CALLBACK_TOKEN);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Gets the time when the current frame started.
|
||
|
* <p>
|
||
|
* This method provides the time in milliseconds when the frame started being rendered.
|
||
|
* The frame time provides a stable time base for synchronizing animations
|
||
|
* and drawing. It should be used instead of {@link SystemClock#uptimeMillis()}
|
||
|
* or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame
|
||
|
* time helps to reduce inter-frame jitter because the frame time is fixed at the time
|
||
|
* the frame was scheduled to start, regardless of when the animations or drawing
|
||
|
* callback actually runs. All callbacks that run as part of rendering a frame will
|
||
|
* observe the same frame time so using the frame time also helps to synchronize effects
|
||
|
* that are performed by different callbacks.
|
||
|
* </p><p>
|
||
|
* Please note that the framework already takes care to process animations and
|
||
|
* drawing using the frame time as a stable time base. Most applications should
|
||
|
* not need to use the frame time information directly.
|
||
|
* </p><p>
|
||
|
* This method should only be called from within a callback.
|
||
|
* </p>
|
||
|
*
|
||
|
* @return The frame start time, in the {@link SystemClock#uptimeMillis()} time base.
|
||
|
*
|
||
|
* @throws IllegalStateException if no frame is in progress.
|
||
|
* @hide
|
||
|
*/
|
||
|
@UnsupportedAppUsage
|
||
|
public long getFrameTime() {
|
||
|
return getFrameTimeNanos() / TimeUtils.NANOS_PER_MS;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Same as {@link #getFrameTime()} but with nanosecond precision.
|
||
|
*
|
||
|
* @return The frame start time, in the {@link System#nanoTime()} time base.
|
||
|
*
|
||
|
* @throws IllegalStateException if no frame is in progress.
|
||
|
* @hide
|
||
|
*/
|
||
|
@TestApi
|
||
|
@UnsupportedAppUsage
|
||
|
@FlaggedApi(FLAG_EXPECTED_PRESENTATION_TIME_API)
|
||
|
public long getFrameTimeNanos() {
|
||
|
synchronized (mLock) {
|
||
|
if (!mCallbacksRunning) {
|
||
|
throw new IllegalStateException("This method must only be called as "
|
||
|
+ "part of a callback while a frame is in progress.");
|
||
|
}
|
||
|
return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Like {@link #getLastFrameTimeNanos}, but always returns the last frame time, not matter
|
||
|
* whether callbacks are currently running.
|
||
|
* @return The frame start time of the last frame, in the {@link System#nanoTime()} time base.
|
||
|
* @hide
|
||
|
*/
|
||
|
public long getLastFrameTimeNanos() {
|
||
|
synchronized (mLock) {
|
||
|
return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Gets the time in {@link System#nanoTime()} timebase which the current frame
|
||
|
* is expected to be presented.
|
||
|
* <p>
|
||
|
* This time should be used to advance any animation clocks.
|
||
|
* Prefer using this method over {@link #getFrameTimeNanos()}.
|
||
|
* </p><p>
|
||
|
* This method should only be called from within a callback.
|
||
|
* </p>
|
||
|
*
|
||
|
* @return The frame start time, in the {@link System#nanoTime()} time base.
|
||
|
*
|
||
|
* @throws IllegalStateException if no frame is in progress.
|
||
|
* @hide
|
||
|
*/
|
||
|
public long getExpectedPresentationTimeNanos() {
|
||
|
return mFrameData.getPreferredFrameTimeline().getExpectedPresentationTimeNanos();
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Same as {@link #getExpectedPresentationTimeNanos()} but with millisecond precision.
|
||
|
*
|
||
|
* @return The frame start time, in the {@link SystemClock#uptimeMillis()} time base.
|
||
|
*
|
||
|
* @throws IllegalStateException if no frame is in progress.
|
||
|
* @hide
|
||
|
*/
|
||
|
public long getExpectedPresentationTimeMillis() {
|
||
|
return getExpectedPresentationTimeNanos() / TimeUtils.NANOS_PER_MS;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Same as {@link #getExpectedPresentationTimeNanos()},
|
||
|
* Should always use {@link #getExpectedPresentationTimeNanos()} if it's possilbe.
|
||
|
* This method involves a binder call to SF,
|
||
|
* calling this method can potentially influence the performance.
|
||
|
*
|
||
|
* @return The frame start time, in the {@link System#nanoTime()} time base.
|
||
|
*
|
||
|
* @hide
|
||
|
*/
|
||
|
public long getLatestExpectedPresentTimeNanos() {
|
||
|
if (mDisplayEventReceiver == null) {
|
||
|
return System.nanoTime();
|
||
|
}
|
||
|
|
||
|
return mDisplayEventReceiver.getLatestVsyncEventData()
|
||
|
.preferredFrameTimeline().expectedPresentationTime;
|
||
|
}
|
||
|
|
||
|
private void scheduleFrameLocked(long now) {
|
||
|
if (!mFrameScheduled) {
|
||
|
mFrameScheduled = true;
|
||
|
if (USE_VSYNC) {
|
||
|
if (DEBUG_FRAMES) {
|
||
|
Log.d(TAG, "Scheduling next frame on vsync.");
|
||
|
}
|
||
|
|
||
|
// If running on the Looper thread, then schedule the vsync immediately,
|
||
|
// otherwise post a message to schedule the vsync from the UI thread
|
||
|
// as soon as possible.
|
||
|
if (isRunningOnLooperThreadLocked()) {
|
||
|
scheduleVsyncLocked();
|
||
|
} else {
|
||
|
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
|
||
|
msg.setAsynchronous(true);
|
||
|
mHandler.sendMessageAtFrontOfQueue(msg);
|
||
|
}
|
||
|
} else {
|
||
|
final long nextFrameTime = Math.max(
|
||
|
mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
|
||
|
if (DEBUG_FRAMES) {
|
||
|
Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
|
||
|
}
|
||
|
Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
|
||
|
msg.setAsynchronous(true);
|
||
|
mHandler.sendMessageAtTime(msg, nextFrameTime);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns the vsync id of the last frame callback. Client are expected to call
|
||
|
* this function from their frame callback function to get the vsyncId and pass
|
||
|
* it together with a buffer or transaction to the Surface Composer. Calling
|
||
|
* this function from anywhere else will return an undefined value.
|
||
|
*
|
||
|
* @hide
|
||
|
*/
|
||
|
public long getVsyncId() {
|
||
|
return mLastVsyncEventData.preferredFrameTimeline().vsyncId;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns the frame deadline in {@link System#nanoTime()} timebase that it is allotted for the
|
||
|
* frame to be completed. Client are expected to call this function from their frame callback
|
||
|
* function. Calling this function from anywhere else will return an undefined value.
|
||
|
*
|
||
|
* @hide
|
||
|
*/
|
||
|
public long getFrameDeadline() {
|
||
|
return mLastVsyncEventData.preferredFrameTimeline().deadline;
|
||
|
}
|
||
|
|
||
|
void setFPSDivisor(int divisor) {
|
||
|
if (divisor <= 0) divisor = 1;
|
||
|
mFPSDivisor = divisor;
|
||
|
ThreadedRenderer.setFPSDivisor(divisor);
|
||
|
}
|
||
|
|
||
|
private void traceMessage(String msg) {
|
||
|
Trace.traceBegin(Trace.TRACE_TAG_VIEW, msg);
|
||
|
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
|
||
|
}
|
||
|
|
||
|
void doFrame(long frameTimeNanos, int frame,
|
||
|
DisplayEventReceiver.VsyncEventData vsyncEventData) {
|
||
|
final long startNanos;
|
||
|
final long frameIntervalNanos = vsyncEventData.frameInterval;
|
||
|
boolean resynced = false;
|
||
|
try {
|
||
|
FrameTimeline timeline = mFrameData.update(frameTimeNanos, vsyncEventData);
|
||
|
if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
|
||
|
Trace.traceBegin(
|
||
|
Trace.TRACE_TAG_VIEW, "Choreographer#doFrame " + timeline.mVsyncId);
|
||
|
}
|
||
|
synchronized (mLock) {
|
||
|
if (!mFrameScheduled) {
|
||
|
traceMessage("Frame not scheduled");
|
||
|
return; // no work to do
|
||
|
}
|
||
|
|
||
|
if (DEBUG_JANK && mDebugPrintNextFrameTimeDelta) {
|
||
|
mDebugPrintNextFrameTimeDelta = false;
|
||
|
Log.d(TAG, "Frame time delta: "
|
||
|
+ ((frameTimeNanos - mLastFrameTimeNanos) * 0.000001f) + " ms");
|
||
|
}
|
||
|
|
||
|
long intendedFrameTimeNanos = frameTimeNanos;
|
||
|
startNanos = System.nanoTime();
|
||
|
final long jitterNanos = startNanos - frameTimeNanos;
|
||
|
if (jitterNanos >= frameIntervalNanos) {
|
||
|
frameTimeNanos = startNanos;
|
||
|
if (frameIntervalNanos == 0) {
|
||
|
Log.i(TAG, "Vsync data empty due to timeout");
|
||
|
} else {
|
||
|
long lastFrameOffset = jitterNanos % frameIntervalNanos;
|
||
|
frameTimeNanos = frameTimeNanos - lastFrameOffset;
|
||
|
final long skippedFrames = jitterNanos / frameIntervalNanos;
|
||
|
if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
|
||
|
Log.i(TAG, "Skipped " + skippedFrames + " frames! "
|
||
|
+ "The application may be doing too much work on its main "
|
||
|
+ "thread.");
|
||
|
}
|
||
|
if (DEBUG_JANK) {
|
||
|
Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
|
||
|
+ "which is more than the frame interval of "
|
||
|
+ (frameIntervalNanos * 0.000001f) + " ms! "
|
||
|
+ "Skipping " + skippedFrames + " frames and setting frame "
|
||
|
+ "time to " + (lastFrameOffset * 0.000001f)
|
||
|
+ " ms in the past.");
|
||
|
}
|
||
|
}
|
||
|
timeline = mFrameData.update(
|
||
|
frameTimeNanos, mDisplayEventReceiver, jitterNanos);
|
||
|
resynced = true;
|
||
|
}
|
||
|
|
||
|
if (frameTimeNanos < mLastFrameTimeNanos) {
|
||
|
if (DEBUG_JANK) {
|
||
|
Log.d(TAG, "Frame time appears to be going backwards. May be due to a "
|
||
|
+ "previously skipped frame. Waiting for next vsync.");
|
||
|
}
|
||
|
traceMessage("Frame time goes backward");
|
||
|
scheduleVsyncLocked();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (mFPSDivisor > 1) {
|
||
|
long timeSinceVsync = frameTimeNanos - mLastFrameTimeNanos;
|
||
|
if (timeSinceVsync < (frameIntervalNanos * mFPSDivisor) && timeSinceVsync > 0) {
|
||
|
traceMessage("Frame skipped due to FPSDivisor");
|
||
|
scheduleVsyncLocked();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos,
|
||
|
vsyncEventData.preferredFrameTimeline().vsyncId,
|
||
|
vsyncEventData.preferredFrameTimeline().deadline, startNanos,
|
||
|
vsyncEventData.frameInterval);
|
||
|
mFrameScheduled = false;
|
||
|
mLastFrameTimeNanos = frameTimeNanos;
|
||
|
mLastFrameIntervalNanos = frameIntervalNanos;
|
||
|
mLastVsyncEventData.copyFrom(vsyncEventData);
|
||
|
}
|
||
|
|
||
|
if (resynced && Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
|
||
|
String message = String.format("Choreographer#doFrame - resynced to %d in %.1fms",
|
||
|
timeline.mVsyncId, (timeline.mDeadlineNanos - startNanos) * 0.000001f);
|
||
|
Trace.traceBegin(Trace.TRACE_TAG_VIEW, message);
|
||
|
}
|
||
|
|
||
|
AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS,
|
||
|
timeline.mExpectedPresentationTimeNanos);
|
||
|
|
||
|
mFrameInfo.markInputHandlingStart();
|
||
|
doCallbacks(Choreographer.CALLBACK_INPUT, frameIntervalNanos);
|
||
|
|
||
|
mFrameInfo.markAnimationsStart();
|
||
|
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameIntervalNanos);
|
||
|
doCallbacks(Choreographer.CALLBACK_INSETS_ANIMATION, frameIntervalNanos);
|
||
|
|
||
|
mFrameInfo.markPerformTraversalsStart();
|
||
|
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameIntervalNanos);
|
||
|
|
||
|
doCallbacks(Choreographer.CALLBACK_COMMIT, frameIntervalNanos);
|
||
|
} finally {
|
||
|
AnimationUtils.unlockAnimationClock();
|
||
|
if (resynced) {
|
||
|
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
|
||
|
}
|
||
|
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
|
||
|
}
|
||
|
|
||
|
if (DEBUG_FRAMES) {
|
||
|
final long endNanos = System.nanoTime();
|
||
|
Log.d(TAG, "Frame " + frame + ": Finished, took "
|
||
|
+ (endNanos - startNanos) * 0.000001f + " ms, latency "
|
||
|
+ (startNanos - frameTimeNanos) * 0.000001f + " ms.");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void doCallbacks(int callbackType, long frameIntervalNanos) {
|
||
|
CallbackRecord callbacks;
|
||
|
long frameTimeNanos = mFrameData.mFrameTimeNanos;
|
||
|
synchronized (mLock) {
|
||
|
// We use "now" to determine when callbacks become due because it's possible
|
||
|
// for earlier processing phases in a frame to post callbacks that should run
|
||
|
// in a following phase, such as an input event that causes an animation to start.
|
||
|
final long now = System.nanoTime();
|
||
|
callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(
|
||
|
now / TimeUtils.NANOS_PER_MS);
|
||
|
if (callbacks == null) {
|
||
|
return;
|
||
|
}
|
||
|
mCallbacksRunning = true;
|
||
|
|
||
|
// Update the frame time if necessary when committing the frame.
|
||
|
// We only update the frame time if we are more than 2 frames late reaching
|
||
|
// the commit phase. This ensures that the frame time which is observed by the
|
||
|
// callbacks will always increase from one frame to the next and never repeat.
|
||
|
// We never want the next frame's starting frame time to end up being less than
|
||
|
// or equal to the previous frame's commit frame time. Keep in mind that the
|
||
|
// next frame has most likely already been scheduled by now so we play it
|
||
|
// safe by ensuring the commit time is always at least one frame behind.
|
||
|
if (callbackType == Choreographer.CALLBACK_COMMIT) {
|
||
|
final long jitterNanos = now - frameTimeNanos;
|
||
|
Trace.traceCounter(Trace.TRACE_TAG_VIEW, "jitterNanos", (int) jitterNanos);
|
||
|
if (frameIntervalNanos > 0 && jitterNanos >= 2 * frameIntervalNanos) {
|
||
|
final long lastFrameOffset = jitterNanos % frameIntervalNanos
|
||
|
+ frameIntervalNanos;
|
||
|
if (DEBUG_JANK) {
|
||
|
Log.d(TAG, "Commit callback delayed by " + (jitterNanos * 0.000001f)
|
||
|
+ " ms which is more than twice the frame interval of "
|
||
|
+ (frameIntervalNanos * 0.000001f) + " ms! "
|
||
|
+ "Setting frame time to " + (lastFrameOffset * 0.000001f)
|
||
|
+ " ms in the past.");
|
||
|
mDebugPrintNextFrameTimeDelta = true;
|
||
|
}
|
||
|
frameTimeNanos = now - lastFrameOffset;
|
||
|
mLastFrameTimeNanos = frameTimeNanos;
|
||
|
mFrameData.update(frameTimeNanos, mDisplayEventReceiver, jitterNanos);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
try {
|
||
|
Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]);
|
||
|
for (CallbackRecord c = callbacks; c != null; c = c.next) {
|
||
|
if (DEBUG_FRAMES) {
|
||
|
Log.d(TAG, "RunCallback: type=" + callbackType
|
||
|
+ ", action=" + c.action + ", token=" + c.token
|
||
|
+ ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime));
|
||
|
}
|
||
|
c.run(mFrameData);
|
||
|
}
|
||
|
} finally {
|
||
|
synchronized (mLock) {
|
||
|
mCallbacksRunning = false;
|
||
|
do {
|
||
|
final CallbackRecord next = callbacks.next;
|
||
|
recycleCallbackLocked(callbacks);
|
||
|
callbacks = next;
|
||
|
} while (callbacks != null);
|
||
|
}
|
||
|
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void doScheduleVsync() {
|
||
|
synchronized (mLock) {
|
||
|
if (mFrameScheduled) {
|
||
|
scheduleVsyncLocked();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void doScheduleCallback(int callbackType) {
|
||
|
synchronized (mLock) {
|
||
|
if (!mFrameScheduled) {
|
||
|
final long now = SystemClock.uptimeMillis();
|
||
|
if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) {
|
||
|
scheduleFrameLocked(now);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)
|
||
|
private void scheduleVsyncLocked() {
|
||
|
try {
|
||
|
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#scheduleVsyncLocked");
|
||
|
mDisplayEventReceiver.scheduleVsync();
|
||
|
} finally {
|
||
|
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private boolean isRunningOnLooperThreadLocked() {
|
||
|
return Looper.myLooper() == mLooper;
|
||
|
}
|
||
|
|
||
|
private CallbackRecord obtainCallbackLocked(long dueTime, Object action, Object token) {
|
||
|
CallbackRecord callback = mCallbackPool;
|
||
|
if (callback == null) {
|
||
|
callback = new CallbackRecord();
|
||
|
} else {
|
||
|
mCallbackPool = callback.next;
|
||
|
callback.next = null;
|
||
|
}
|
||
|
callback.dueTime = dueTime;
|
||
|
callback.action = action;
|
||
|
callback.token = token;
|
||
|
return callback;
|
||
|
}
|
||
|
|
||
|
private void recycleCallbackLocked(CallbackRecord callback) {
|
||
|
callback.action = null;
|
||
|
callback.token = null;
|
||
|
callback.next = mCallbackPool;
|
||
|
mCallbackPool = callback;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Implement this interface to receive a callback when a new display frame is
|
||
|
* being rendered. The callback is invoked on the {@link Looper} thread to
|
||
|
* which the {@link Choreographer} is attached.
|
||
|
*/
|
||
|
public interface FrameCallback {
|
||
|
/**
|
||
|
* Called when a new display frame is being rendered.
|
||
|
* <p>
|
||
|
* This method provides the time in nanoseconds when the frame started being rendered.
|
||
|
* The frame time provides a stable time base for synchronizing animations
|
||
|
* and drawing. It should be used instead of {@link SystemClock#uptimeMillis()}
|
||
|
* or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame
|
||
|
* time helps to reduce inter-frame jitter because the frame time is fixed at the time
|
||
|
* the frame was scheduled to start, regardless of when the animations or drawing
|
||
|
* callback actually runs. All callbacks that run as part of rendering a frame will
|
||
|
* observe the same frame time so using the frame time also helps to synchronize effects
|
||
|
* that are performed by different callbacks.
|
||
|
* </p><p>
|
||
|
* Please note that the framework already takes care to process animations and
|
||
|
* drawing using the frame time as a stable time base. Most applications should
|
||
|
* not need to use the frame time information directly.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param frameTimeNanos The time in nanoseconds when the frame started being rendered,
|
||
|
* in the {@link System#nanoTime()} timebase. Divide this value by {@code 1000000}
|
||
|
* to convert it to the {@link SystemClock#uptimeMillis()} time base.
|
||
|
*/
|
||
|
public void doFrame(long frameTimeNanos);
|
||
|
}
|
||
|
|
||
|
/** Holds data that describes one possible VSync frame event to render at. */
|
||
|
public static class FrameTimeline {
|
||
|
private long mVsyncId = FrameInfo.INVALID_VSYNC_ID;
|
||
|
private long mExpectedPresentationTimeNanos = -1;
|
||
|
private long mDeadlineNanos = -1;
|
||
|
private boolean mInCallback = false;
|
||
|
|
||
|
FrameTimeline() {
|
||
|
// Intentionally empty; defined so that it is not API/public by default.
|
||
|
}
|
||
|
|
||
|
void setInCallback(boolean inCallback) {
|
||
|
mInCallback = inCallback;
|
||
|
}
|
||
|
|
||
|
private void checkInCallback() {
|
||
|
if (!mInCallback) {
|
||
|
throw new IllegalStateException(
|
||
|
"FrameTimeline is not valid outside of the vsync callback");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void update(long vsyncId, long expectedPresentationTimeNanos, long deadlineNanos) {
|
||
|
mVsyncId = vsyncId;
|
||
|
mExpectedPresentationTimeNanos = expectedPresentationTimeNanos;
|
||
|
mDeadlineNanos = deadlineNanos;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The id that corresponds to this frame timeline, used to correlate a frame
|
||
|
* produced by HWUI with the timeline data stored in Surface Flinger.
|
||
|
*/
|
||
|
public long getVsyncId() {
|
||
|
checkInCallback();
|
||
|
return mVsyncId;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The time in {@link System#nanoTime()} timebase which this frame is expected to be
|
||
|
* presented.
|
||
|
*/
|
||
|
public long getExpectedPresentationTimeNanos() {
|
||
|
checkInCallback();
|
||
|
return mExpectedPresentationTimeNanos;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The time in {@link System#nanoTime()} timebase which this frame needs to be ready by.
|
||
|
*/
|
||
|
public long getDeadlineNanos() {
|
||
|
checkInCallback();
|
||
|
return mDeadlineNanos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The payload for {@link VsyncCallback} which includes frame information such as when
|
||
|
* the frame started being rendered, and multiple possible frame timelines and their
|
||
|
* information including deadline and expected present time.
|
||
|
*/
|
||
|
public static class FrameData {
|
||
|
private long mFrameTimeNanos;
|
||
|
private FrameTimeline[] mFrameTimelines;
|
||
|
private int mPreferredFrameTimelineIndex;
|
||
|
private boolean mInCallback = false;
|
||
|
|
||
|
FrameData() {
|
||
|
allocateFrameTimelines(DisplayEventReceiver.VsyncEventData.FRAME_TIMELINES_CAPACITY);
|
||
|
}
|
||
|
|
||
|
/** The time in nanoseconds when the frame started being rendered. */
|
||
|
public long getFrameTimeNanos() {
|
||
|
checkInCallback();
|
||
|
return mFrameTimeNanos;
|
||
|
}
|
||
|
|
||
|
/** The possible frame timelines, sorted chronologically. */
|
||
|
@NonNull
|
||
|
@SuppressLint("ArrayReturn") // For API consistency and speed.
|
||
|
public FrameTimeline[] getFrameTimelines() {
|
||
|
checkInCallback();
|
||
|
return mFrameTimelines;
|
||
|
}
|
||
|
|
||
|
/** The platform-preferred frame timeline. */
|
||
|
@NonNull
|
||
|
public FrameTimeline getPreferredFrameTimeline() {
|
||
|
checkInCallback();
|
||
|
return mFrameTimelines[mPreferredFrameTimelineIndex];
|
||
|
}
|
||
|
|
||
|
void setInCallback(boolean inCallback) {
|
||
|
mInCallback = inCallback;
|
||
|
for (int i = 0; i < mFrameTimelines.length; i++) {
|
||
|
mFrameTimelines[i].setInCallback(inCallback);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void checkInCallback() {
|
||
|
if (!mInCallback) {
|
||
|
throw new IllegalStateException(
|
||
|
"FrameData is not valid outside of the vsync callback");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void allocateFrameTimelines(int length) {
|
||
|
// Maintain one default frame timeline for API (such as getFrameTimelines and
|
||
|
// getPreferredFrameTimeline) consistency. It should have default data when accessed.
|
||
|
length = Math.max(1, length);
|
||
|
|
||
|
if (mFrameTimelines == null || mFrameTimelines.length != length) {
|
||
|
mFrameTimelines = new FrameTimeline[length];
|
||
|
for (int i = 0; i < mFrameTimelines.length; i++) {
|
||
|
mFrameTimelines[i] = new FrameTimeline();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Update the frame data with a {@code DisplayEventReceiver.VsyncEventData} received from
|
||
|
* native.
|
||
|
*/
|
||
|
FrameTimeline update(
|
||
|
long frameTimeNanos, DisplayEventReceiver.VsyncEventData vsyncEventData) {
|
||
|
allocateFrameTimelines(vsyncEventData.frameTimelinesLength);
|
||
|
mFrameTimeNanos = frameTimeNanos;
|
||
|
mPreferredFrameTimelineIndex = vsyncEventData.preferredFrameTimelineIndex;
|
||
|
for (int i = 0; i < mFrameTimelines.length; i++) {
|
||
|
DisplayEventReceiver.VsyncEventData.FrameTimeline frameTimeline =
|
||
|
vsyncEventData.frameTimelines[i];
|
||
|
mFrameTimelines[i].update(frameTimeline.vsyncId,
|
||
|
frameTimeline.expectedPresentationTime, frameTimeline.deadline);
|
||
|
}
|
||
|
return mFrameTimelines[mPreferredFrameTimelineIndex];
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Update the frame data when the frame is late.
|
||
|
*
|
||
|
* @param jitterNanos currentTime - frameTime
|
||
|
*/
|
||
|
FrameTimeline update(
|
||
|
long frameTimeNanos, DisplayEventReceiver displayEventReceiver, long jitterNanos) {
|
||
|
int newPreferredIndex = 0;
|
||
|
final long minimumDeadline =
|
||
|
mFrameTimelines[mPreferredFrameTimelineIndex].mDeadlineNanos + jitterNanos;
|
||
|
// Look for a non-past deadline timestamp in the existing frame data. Otherwise, binder
|
||
|
// query for new frame data. Note that binder is relatively slow, O(ms), so it is
|
||
|
// only called when the existing frame data does not hold a valid frame.
|
||
|
while (newPreferredIndex < mFrameTimelines.length - 1
|
||
|
&& mFrameTimelines[newPreferredIndex].mDeadlineNanos < minimumDeadline) {
|
||
|
newPreferredIndex++;
|
||
|
}
|
||
|
|
||
|
long newPreferredDeadline = mFrameTimelines[newPreferredIndex].mDeadlineNanos;
|
||
|
if (newPreferredDeadline < minimumDeadline) {
|
||
|
DisplayEventReceiver.VsyncEventData latestVsyncEventData =
|
||
|
displayEventReceiver.getLatestVsyncEventData();
|
||
|
if (latestVsyncEventData == null) {
|
||
|
Log.w(TAG, "Could not get latest VsyncEventData. Did SurfaceFlinger crash?");
|
||
|
} else {
|
||
|
update(frameTimeNanos, latestVsyncEventData);
|
||
|
}
|
||
|
} else {
|
||
|
update(frameTimeNanos, newPreferredIndex);
|
||
|
}
|
||
|
return mFrameTimelines[mPreferredFrameTimelineIndex];
|
||
|
}
|
||
|
|
||
|
void update(long frameTimeNanos, int newPreferredFrameTimelineIndex) {
|
||
|
mFrameTimeNanos = frameTimeNanos;
|
||
|
mPreferredFrameTimelineIndex = newPreferredFrameTimelineIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Implement this interface to receive a callback to start the next frame. The callback is
|
||
|
* invoked on the {@link Looper} thread to which the {@link Choreographer} is attached. The
|
||
|
* callback payload contains information about multiple possible frames, allowing choice of
|
||
|
* the appropriate frame based on latency requirements.
|
||
|
*
|
||
|
* @see FrameCallback
|
||
|
*/
|
||
|
public interface VsyncCallback {
|
||
|
/**
|
||
|
* Called when a new display frame is being rendered.
|
||
|
*
|
||
|
* @param data The payload which includes frame information. Divide nanosecond values by
|
||
|
* {@code 1000000} to convert it to the {@link SystemClock#uptimeMillis()}
|
||
|
* time base. {@code data} is not valid outside of {@code onVsync} and should
|
||
|
* not be accessed outside the callback.
|
||
|
* @see FrameCallback#doFrame
|
||
|
**/
|
||
|
void onVsync(@NonNull FrameData data);
|
||
|
}
|
||
|
|
||
|
private final class FrameHandler extends Handler {
|
||
|
public FrameHandler(Looper looper) {
|
||
|
super(looper);
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
public void handleMessage(Message msg) {
|
||
|
switch (msg.what) {
|
||
|
case MSG_DO_FRAME:
|
||
|
doFrame(System.nanoTime(), 0, new DisplayEventReceiver.VsyncEventData());
|
||
|
break;
|
||
|
case MSG_DO_SCHEDULE_VSYNC:
|
||
|
doScheduleVsync();
|
||
|
break;
|
||
|
case MSG_DO_SCHEDULE_CALLBACK:
|
||
|
doScheduleCallback(msg.arg1);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private final class FrameDisplayEventReceiver extends DisplayEventReceiver
|
||
|
implements Runnable {
|
||
|
private boolean mHavePendingVsync;
|
||
|
private long mTimestampNanos;
|
||
|
private int mFrame;
|
||
|
private final VsyncEventData mLastVsyncEventData = new VsyncEventData();
|
||
|
|
||
|
FrameDisplayEventReceiver(Looper looper, int vsyncSource, long layerHandle) {
|
||
|
super(looper, vsyncSource, /* eventRegistration */ 0, layerHandle);
|
||
|
}
|
||
|
|
||
|
// TODO(b/116025192): physicalDisplayId is ignored because SF only emits VSYNC events for
|
||
|
// the internal display and DisplayEventReceiver#scheduleVsync only allows requesting VSYNC
|
||
|
// for the internal display implicitly.
|
||
|
@Override
|
||
|
public void onVsync(long timestampNanos, long physicalDisplayId, int frame,
|
||
|
VsyncEventData vsyncEventData) {
|
||
|
try {
|
||
|
if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
|
||
|
Trace.traceBegin(Trace.TRACE_TAG_VIEW,
|
||
|
"Choreographer#onVsync "
|
||
|
+ vsyncEventData.preferredFrameTimeline().vsyncId);
|
||
|
}
|
||
|
// Post the vsync event to the Handler.
|
||
|
// The idea is to prevent incoming vsync events from completely starving
|
||
|
// the message queue. If there are no messages in the queue with timestamps
|
||
|
// earlier than the frame time, then the vsync event will be processed immediately.
|
||
|
// Otherwise, messages that predate the vsync event will be handled first.
|
||
|
long now = System.nanoTime();
|
||
|
if (timestampNanos > now) {
|
||
|
Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f)
|
||
|
+ " ms in the future! Check that graphics HAL is generating vsync "
|
||
|
+ "timestamps using the correct timebase.");
|
||
|
timestampNanos = now;
|
||
|
}
|
||
|
|
||
|
if (mHavePendingVsync) {
|
||
|
Log.w(TAG, "Already have a pending vsync event. There should only be "
|
||
|
+ "one at a time.");
|
||
|
} else {
|
||
|
mHavePendingVsync = true;
|
||
|
}
|
||
|
|
||
|
mTimestampNanos = timestampNanos;
|
||
|
mFrame = frame;
|
||
|
mLastVsyncEventData.copyFrom(vsyncEventData);
|
||
|
Message msg = Message.obtain(mHandler, this);
|
||
|
msg.setAsynchronous(true);
|
||
|
mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
|
||
|
} finally {
|
||
|
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
public void run() {
|
||
|
mHavePendingVsync = false;
|
||
|
doFrame(mTimestampNanos, mFrame, mLastVsyncEventData);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static final class CallbackRecord {
|
||
|
public CallbackRecord next;
|
||
|
public long dueTime;
|
||
|
/** Runnable or FrameCallback or VsyncCallback object. */
|
||
|
public Object action;
|
||
|
/** Denotes the action type. */
|
||
|
public Object token;
|
||
|
|
||
|
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)
|
||
|
public void run(long frameTimeNanos) {
|
||
|
if (token == FRAME_CALLBACK_TOKEN) {
|
||
|
((FrameCallback)action).doFrame(frameTimeNanos);
|
||
|
} else {
|
||
|
((Runnable)action).run();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void run(FrameData frameData) {
|
||
|
frameData.setInCallback(true);
|
||
|
if (token == VSYNC_CALLBACK_TOKEN) {
|
||
|
((VsyncCallback) action).onVsync(frameData);
|
||
|
} else {
|
||
|
run(frameData.getFrameTimeNanos());
|
||
|
}
|
||
|
frameData.setInCallback(false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private final class CallbackQueue {
|
||
|
private CallbackRecord mHead;
|
||
|
|
||
|
public boolean hasDueCallbacksLocked(long now) {
|
||
|
return mHead != null && mHead.dueTime <= now;
|
||
|
}
|
||
|
|
||
|
public CallbackRecord extractDueCallbacksLocked(long now) {
|
||
|
CallbackRecord callbacks = mHead;
|
||
|
if (callbacks == null || callbacks.dueTime > now) {
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
CallbackRecord last = callbacks;
|
||
|
CallbackRecord next = last.next;
|
||
|
while (next != null) {
|
||
|
if (next.dueTime > now) {
|
||
|
last.next = null;
|
||
|
break;
|
||
|
}
|
||
|
last = next;
|
||
|
next = next.next;
|
||
|
}
|
||
|
mHead = next;
|
||
|
return callbacks;
|
||
|
}
|
||
|
|
||
|
@UnsupportedAppUsage
|
||
|
public void addCallbackLocked(long dueTime, Object action, Object token) {
|
||
|
CallbackRecord callback = obtainCallbackLocked(dueTime, action, token);
|
||
|
CallbackRecord entry = mHead;
|
||
|
if (entry == null) {
|
||
|
mHead = callback;
|
||
|
return;
|
||
|
}
|
||
|
if (dueTime < entry.dueTime) {
|
||
|
callback.next = entry;
|
||
|
mHead = callback;
|
||
|
return;
|
||
|
}
|
||
|
while (entry.next != null) {
|
||
|
if (dueTime < entry.next.dueTime) {
|
||
|
callback.next = entry.next;
|
||
|
break;
|
||
|
}
|
||
|
entry = entry.next;
|
||
|
}
|
||
|
entry.next = callback;
|
||
|
}
|
||
|
|
||
|
public void removeCallbacksLocked(Object action, Object token) {
|
||
|
CallbackRecord predecessor = null;
|
||
|
for (CallbackRecord callback = mHead; callback != null;) {
|
||
|
final CallbackRecord next = callback.next;
|
||
|
if ((action == null || callback.action == action)
|
||
|
&& (token == null || callback.token == token)) {
|
||
|
if (predecessor != null) {
|
||
|
predecessor.next = next;
|
||
|
} else {
|
||
|
mHead = next;
|
||
|
}
|
||
|
recycleCallbackLocked(callback);
|
||
|
} else {
|
||
|
predecessor = callback;
|
||
|
}
|
||
|
callback = next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|